140 lines
3.4 KiB
C++
140 lines
3.4 KiB
C++
/*---------------------------------------------------------------------------------
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KubKraft
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Copyright (C) 2013 Quentin Bazin <quent42340@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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---------------------------------------------------------------------------------*/
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#include <iostream>
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#include <string>
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#include <cmath>
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#include <cstring>
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#include <map>
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#include <unordered_map>
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#include <SDL/SDL.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "config.h"
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#include "types.h"
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#include "mapManager.h"
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#include "cube.h"
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#include "chunk.h"
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#include "map.h"
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#include "player.h"
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#include "game.h"
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using namespace std;
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Player::Player(float x, float y, float z, float angle) {
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m_x = x;
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m_y = y;
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m_eyeheight = z + PLAYER_HEIGHT - 1;
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m_angleH = angle;
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m_angleV = 0.0;
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m_isJumping = false;
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m_speed = vect3D(0, 0, 0);
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}
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void Player::testPoint(vect3D pos, vect3D *speed, bool playerFoots) {
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if(!passable(pos.x + speed->x, pos.y, pos.z)) speed->x = 0;
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if(!passable(pos.x, pos.y + speed->y, pos.z)) speed->y = 0;
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if(!passable(pos.x, pos.y, pos.z + speed->z)) {
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if(speed->z < 0 && m_isJumping) m_isJumping = false;
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speed->z = 0;
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}
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}
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void Player::move(float distance, float direction) {
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direction += m_angleH;
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m_speed.x = distance * cos(direction * M_PI / 180.0);
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m_speed.y = distance * sin(direction * M_PI / 180.0);
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}
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void Player::update() {
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testPoint(vect3D(m_x - 0.2, m_y - 0.2, m_eyeheight - PLAYER_HEIGHT + 0.2), &m_speed, true);
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testPoint(vect3D(m_x + 0.2, m_y - 0.2, m_eyeheight - PLAYER_HEIGHT + 0.2), &m_speed, true);
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testPoint(vect3D(m_x - 0.2, m_y + 0.2, m_eyeheight - PLAYER_HEIGHT + 0.2), &m_speed, true);
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testPoint(vect3D(m_x + 0.2, m_y + 0.2, m_eyeheight - PLAYER_HEIGHT + 0.2), &m_speed, true);
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testPoint(vect3D(m_x - 0.2, m_y - 0.2, m_eyeheight + (2 - PLAYER_HEIGHT - 0.01)), &m_speed);
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testPoint(vect3D(m_x + 0.2, m_y - 0.2, m_eyeheight + (2 - PLAYER_HEIGHT - 0.01)), &m_speed);
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testPoint(vect3D(m_x - 0.2, m_y + 0.2, m_eyeheight + (2 - PLAYER_HEIGHT - 0.01)), &m_speed);
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testPoint(vect3D(m_x + 0.2, m_y + 0.2, m_eyeheight + (2 - PLAYER_HEIGHT - 0.01)), &m_speed);
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m_x += m_speed.x;
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m_y += m_speed.y;
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m_eyeheight += m_speed.z;
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m_speed.x = 0;
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m_speed.y = 0;
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//m_speed.z = 0;
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}
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void Player::jump() {
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m_speed.z -= GRAVITY;
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}
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void Player::fly() {
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m_speed.z = FLY_SPEED;
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}
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void Player::land() {
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m_speed.z = -FLY_SPEED;
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}
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void Player::turnH(float angle) {
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m_angleH += angle;
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while(m_angleH >= 180.0) {
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m_angleH -= 360.0;
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}
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while(m_angleH < -180.0) {
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m_angleH += 360.0;
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}
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}
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void Player::turnV(float angle) {
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m_angleV += angle;
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if(89.9 < m_angleV) {
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m_angleV = 89.9;
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}
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else if(-89.9 > m_angleV) {
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m_angleV = -89.9;
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}
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}
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void Player::watch() {
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gluLookAt(
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// Eye position
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m_x, m_y, m_eyeheight,
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// Point targeted
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pointTargetedx(),
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pointTargetedy(),
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pointTargetedz(),
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// z is the vertical
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0, 0, 1);
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}
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